
The Sinking City was a really good Lovecraftian noir with absolutely abysmal movement and gunplay. When a sequel was announced, I was excited to see how FrogWares would iterate upon the strengths of the original game (the noir elements) and hoped that they would improve or sand down the rougher parts (gunplay). But when the sequel was stated as being a more traditional, linear "survival horror" game with a greater emphasis on combat and action, my interest immediately waned. Instead of iterating on the things that made the first game successful, FrogWares chose to double-down on the things that made it borderline unplayable. What an absolutely dumb-founding decision!
I understand that a lot of the questionable design choices in this game may have been the result of a multi-year legal battle with The Sinking City's publisher, Nacon, and FrogWares may have had to design and develop this game without knowing whether or not they would legally be able to use the Sinking City intellectual property. Much of the game probably had to be designed in such a way that it could be argued in court as being "legally distinct" from The Sinking City. My guess is that as this development got deeper, designed and story diverged to a point in which it became difficult or impossible to re-insert the original game's characters and exact setting. This results in a game that feels almost like a generic knock-off of The Sinking City.
We get a protagonist who feels like a cheap knock off of the original protagonist, complete with the same outfit and initials, but without the gruff personality -- or much of any personality at all. The city itself is now Arkham instead of Oakmont. The streets are laid out differently, and it isn't a full open world (owing to the city being completely flooded and evacuated), but some of the names are the same. For example, one of the early destinations of the sequel is the Devil's Reef Hotel. Same name as in the first game, but now it's more of a cabaret than a simple inn. Maybe it's a franchise?
Things will look familiar, but the characters and setting are actually different.
These changes make sense in context of the legal situation. The change in gameplay and story makes a lot less sense. Maybe FrogWares was worried that making a noir mystery game would also not be "legally distinct" enough, and so they felt it necessary to change genres completely. Unfortunately, the genre they chose put them very outside of their comfort zone, and it shows in a final product that is extremely rough around the edges.
I really don't want to be too hard on FrogWares though. After all, their studio is located in Ukraine, in the middle of an unjustified invasion from a belligerent dictator who is one of the most evil people living in the world today. This is a fact that the game reminds the players of as soon as you boot up the game. So before I go any further, I want to let everyone at FrogWares know that I sympathize with your situation (both the legal one, and the military one), and I wish that my government and NATO were doing more to help you and keep your friends and family safe. But I'm also genuinely impressed with how effectively your country has stood its ground and held off against a former global superpower. I'm happy that you were able to retain the rights to an IP that you built. I'm also horrified by the unnecessary violence that has beset you. I hope that Ukraine perseveres and bloodies Putin's nose so thoroughly that he never tries a stunt like this again. And maybe your successful resistance might even make China think twice before invading Taiwan...
But I'm sorry to say that I really didn't like this game. I sincerely hope that any future games that you make are more in-line with The Sinking City 1 and your other past Sherlock Holmes catalogue. That's what you do well!
Slinking and slithering
Right off the bat, The Sinking City 2 suffered a hard crash to the PS5 dashboard before I had even finished the tutorial. So that wasn't a good sign. It exacerbated frustrations that I was already having with the core gameplay and environments.
The game hard crashed during the tutorial.
Early in the game, I was having a really hard time just seeing what was going on around me. The game is too dark. Environments are so dimly lit and cluttered that it's hard to get my bearings in many locations. Even when I cranked the brightness up by like 50%, the environments still looked washed out and murky, with very little contrast. Nothing stands out. Everything just kind of blended into the background. I had to constantly check the map to get my bearings, and to find any loot or items of interest that were highlighted there, because I had trouble seeing them on the default brightness settings. I eventually got used to it, and environments in the mid-game seemed to be more evenly lit.
My heart also sank when the first enemies were just zombies. The creature design of the first game wasn't great, but I was hoping for something a bit more creative than zombies in the sequel.
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55cbb3df-f33a-4aa6-a86e-0818bd38792d|0|.0
Tags:The Sinking City, The Sinking City 2, Frogwares, horror, survival horror, H.P. Lovecraft, cosmic horror, eldritch, Oakmont, Arkham, Massachusetts, McGuffin, Nacon

The Sinking City is a game that I started playing a year or 2 ago, after picking it up on sale on PSN. I fell off of it last year though. It wasn't that I wasn't liking the game; I was liking it quite a bit. It's just that other games came along that demanded my attention. Games like Alan Wake 2, College Football 25, and Silent Hill 2 remake kept pulling me away from finishing Sinking City. But I left The Sinking City installed on my console, fully intending to come back to it.
But there is a sequel due out sometime this year, and it's being marketed as a full-fledged survival horror game. That puts it firmly in my radar as a potential "must-play". In anticipation of the sequel's release, I wanted to go back to The Sinking City to finish it and review it.
While the sequel to The Sinking City is going to be more strictly a horror game, the original is actually a very different game. While it has Lovecraftian Eldritch monsters, and a madness-inducing plot, it stays more in the territory of a detective noir mystery. Think more along the lines of L.A. Noir than Resident Evil. And that makes sense, considering that most of the developer, Frogwares', catalog is Sherlock Holmes games.
Sinking City is a detective noir; not a proper horror game.
The horror of Lovecraftian racism
I admit, I was expecting more of a horror game. So I was surprised to find that Sinking City is 100% a full-blown detective noir mystery, with only light horror elements. Well, the horror may be light, but the Lovecraft-ness is dialed up to 11, and that includes the racism that was so present in Lovecraft's work. But thankfully, Frogwares is fully aware of this racism, and so the game is self-aware and hyper critical of its racism as well.
There's a splash screen at the beginning of the game that talks about Lovecraft's books being very racist, and that the developers made a conscious decision to include many of those racist elements for the sake of "authenticity". This means that characters who are coded as "black" or as other ethnic minorities are depicted as ape or fish men, and that misogyny is common place. It makes for an interesting approach to a genre period piece, since this is how many white Americans and Europeans really did see Africans and indigenous peoples: as little more than animals. However, The Sinking City doesn't make this a simple matter of perception. These characters really are ape and fish people. It's a literal depiction of how racist white Americans saw the world. But the game goes out of its way to make sure that these characters are not depicted as being inherently inferior to "normal" (e.g. "white") human characters.
Racism is a major component of the game, and sometimes, we get to shotgun Klansmen in the face!
What the splash screen doesn't mention is the way that this would be turned against the player. Right off the bat, the player is made to feel uncomfortable and unwelcome in ways that closely resemble racist bigotry. While there are plenty of characters who welcome the player character and are perfectly friendly towards him, there are also plenty of people who are outright hostile to him. The word "newcomer" is this game's N-word. Even when dealing with characters who are outwardly friendly and tolerant of the player, there is often an undercurrent of tension in their interactions, as if the other characters just want the interaction to be over with, so that they don't have to be seen in public conversing with a "newcomer" any more than they have to.
Frogwares doesn't go so far as to include other more overtly racist allegories in the game. Like, you aren't going to be stopped and harassed by police when the sun goes down, nor are you ever asked to show your papers, or to enter and exit public establishments through the back door. The NPCs' distrust of you as a "newcomer" never obstructs or interferes with your ability to play the game and complete your objectives, which does make the whole thing fall kind of flat. Yet that sense that you aren't welcome is always there, lingering.
We don't take kindly to Newcomers around here.
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35e57914-77f8-4912-b389-846b1ba8563f|1|5.0
Tags:The Sinking City, Frogwares, H.P. Lovecraft, eldritch, horror, noir, mystery, detective, open world, Oakmont, Massachusetts, 1920s, water, flood, racism

I keep being drawn to games developed by the Chinese Room, despite always being disappointed by them. Their games always represent the things that people dislike most about "walking simulators". But since I don't have any inherent dislike for walking sims, I keep giving The Chinese Room another chance. Still Wakes The Deep caught my attention by being described as "John Carpenter's The Thing set on an oil rig". The Thing is a masterpiece of horror, and one of my favorite movies ever.
I had visions of Still Wakes The Deep being a story about inter-personal paranoia in the claustrophobic and isolated setting of an oil rig that is gradually being overtaken by a Lovecraftian alien threat. That's only partly true though, as Still Wakes The Deep plays up the cosmic horror element, while downplaying the paranoia element and replacing it with simpler themes about interpersonal relationships and the artificial walls that people tend to put up between themselves and the people they care about.
An oil rig is a great setting for horror, combining dark claustrophobic corridors with the terror of being stuck at sea.
Alone, together, on an oil rig
The setting of an oil rig is an interesting one for a psychological horror story or video game. The environment is completely enclosed and claustrophobic, with little-to-no escape. People are forced to live and work together in close quarters, and their survival is largely dependent on one another. Being stuck in such a setting, with people who you can't trust, would surely be terrifying.
The short length of Still Wakes The Deep does hurt it a lot. Specifically, the inciting incident happens very early and suddenly, with little-to-no build up or transition between "normal" and "everything's gone to shite". I never felt like I got a chance to really get to know any of the supporting characters, to the point that I wasn't even sure what their names were, or which character was being referred to when a name came up in a document or conversation. Similarly, when I find any given body or corpse, I have no idea who it's supposed to be. I had a brief opportunity to snoop around in a few characters' cabins at the start, but all that really told me was that the boss is a hard-ass, and there's one other character who might be a racist, neo-fascist prick. Other than that, there's like one opportunity to have a brief exchange with each of the main supporting characters, and it's all optional, and most of it is more about the state of the rig anyway.
There's hardly any time to explore the rig or get to know the crew before the inciting incident.
The brief intro, and fact that the rig goes to shite so quickly and suddenly, means that there's also never an opportunity for the player to get a feel for the setting itself. I got about 20 minutes to walk through a couple hallways, some crew cabins, the mess hall, and the main deck, and then it's right into the horror, with the rig literally falling apart around me. From here on out, it's hard to ever get a sense for where, exactly, I am on the rig, or how the different sections fit together or relate to one another. When floors and walls literally start collapsing, I can't tell one hallway from another. This is despite the fact that the game loops the player around through the same mess hall and lounge, that we saw in the intro, like 5 or 6 times throughout the game. Despite revisiting this same location multiple times, I never really recognized it until I was inside the lounge or mess hall. Every set piece just feels like a semi-random series of corridors and obstacles in which all I have to do is push forward on the analog stick to get where I need to go. There's no open-ended exploration whatsoever, no hidden secrets, and no alternate paths.
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45d49933-3ace-46b5-a95b-607830d0ca17|0|.0
Tags:Still Wakes the Deep, the Chinese Room, Secret Mode, Sumo Group, PS5, walking simulator, horror, psychological horror, cosmic horror, body horror, H.P. Lovecraft, The Coloiur Out Of Space, John Carpenter, The Thing, oil rig, Beira D, corporate culture, ocean

Not only is it really great to play an indie horror game that captures the slow and thoughtful nature of old-school survival horror, but it's also refreshing to play a good old fashioned gothic horror game. So many indie horror games come off as feeling a bit pretentious with their reliance on suppressed guilt twists for their psychological horror plots. Song Of Horror bucks that trend by being a straight-forward horror story about haunted houses, possessed artifacts, and otherworldly mysteries.
Song Of Horror also ups the stakes by featuring a cast of multiple playable characters, each of whom can be killed off (and removed from the rest of the story) if the player screws up. So not only do we literally not know what eldritch abomination may lie around any given dimly-lit corner, or behind any creaky old door, but if you're not careful, whatever is around that corner or behind that door might put a premature end to a given character's life and story.
Strut and fret your hour upon the stage, and then ...
Song Of Horror was originally sold as an episodic indie horror game on Steam, but the collection of all episodes was released for console as a single game in 2021. It somehow slipped under my radar until last month, when YouTube recommended a video about it by Mert Kay Kay. Each episode includes 3 or 4 playable characters to choose from, each of whom can be permanently killed off if you fail to avoid or escape from the phantasms that haunt each episode. If a character dies, all the items and notes that they've collected will be dropped on the floor at the spot of their death, and that location will be marked on the next character's map. So you don't really lose any progress if a single character dies. If you lose all the characters in a given episode, however, then it's "Game Over"!
Each episode will introduce one or more new characters, but old characters can also re-appear as playable characters if they survived the previous episode(s). Thus, losing a character in an early episode may have the longer-term consequence of reducing the player's available lives (to borrow a term from old arcade parlance) for future episodes, and reducing your margin of error.
Each episode has 3 or 4 playable characters, each of whom can permanently die.
But even if you do manage to screw up and get all 4 characters killed in any given chapter, you only have to restart that chapter. Song Of Horror won't delete your save file and force you to redo the entire game. Each chapter takes 2 -- maybe 3 -- hours to complete on a first-playthrough, and can be done in well under an hour if you know what you're doing. It's actually a loss of progress that is somewhat on par with dying in an old Resident Evil game after doing a fair chunk of exploration without backtracking to a save point.
The legitimate threat of permanently losing a character will naturally raise the stakes of the game and of the horror. It will force the player to play cautiously, to be observant of your surrounding and of context clues in the environment, to pay close attention to sounds and shadows, and to not barge through every door in a rush. In fact, it may do this more effectively than even a game like Resident Evil. Dying doesn't mean simply restarting with the same character and retrying the set piece that got you killed. Dying means permanently losing that character, and having to try again with a new character. Restarting at a checkpoint doesn't simply reset the stakes, it doubles-down on them!
Furthermore, the actual jump scares and dangers are semi-randomized. You won't necessarily encounter the same jump scare or the same monster at the same place and time in any 2 playthroughs. This also keeps things tense, because even on a replay (whether it be a whole new playthrough, or just a respawn with a different character), you can't just memorize all the places to avoid.
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0ffa3716-e34f-4cd6-a026-763157eedc54|0|.0
Tags:Song of Horror, Protocol Games, Raiser Games, horror, cosmic horror, gothic horror, H.P. Lovecraft, perma-death, music, sound, light, dark, Silent Hill

It's hard to make a good Lovecraftian horror game. The key to Lovecraft's horror was the mysterious intractability of his cosmic abominations. It wasn't just that they were ugly or deadly; the horror came from the realization that these monsters were part of a much greater cosmos that humans can barely comprehend, and that we are little more than ants to these god-like beings who could snuff us out of existence at a whim -- if they even cared enough about us to do so. In the century since Lovecraft wrote his stories, Lovecraft's monsters have become so iconic that Cthulhu is pretty much a universally-recognized, cliche monster along with the likes of Dracula and the Xenomorph. The closer a story adheres to Lovecraft's ideas, the more familiar it becomes, and the harder it is to create that sense of being overwhelmed with unfathomable knowledge that drives a person insane.
That is why I think that FromSoftware's Bloodborne is perhaps the best video game adaptation of Lovecraft's concepts (even though it is not a direct adaptation of any of his stories). Bloodborne's esoteric and arcane lore, and the indirect nature in which it communicates its backstory, actually does create that sense that the player is just a small piece of a much larger puzzle that you will never fully comprehend. And the difficult nature of the game means that the player certainly feels like you can be snuffed out of existence at any moment.
Moons of Madness isn't mysterious, or arcane, or particularly threatening. It's cliche and predictable to a fault.
Flatline
I saw almost every plot point coming from a mile away, and if you don't want spoilers, then I suggest you skip ahead to the next section. I didn't expect there to be a full-on underground lab complex akin to Resident Evil 2, but it wasn't something that came off as very surprising considering how telegraphed the corporate conspiracy "twist" was from the start. All the other twists, however, came off as rote and stale. The science experiment gone haywire, the relief ship crashing, the reveals about the protagonist's family history, the multiple betrayals ... none of it came off as even remotely surprising, and the whole game degraded to simply waiting for the next shoe to drop. The game isn't very long, but the predictable nature of its plot made it feel like it was dragging on for much longer than its six-ish hour playtime.
The secret lab was not a surprise and only distracted from the cosmic horror.
Worse yet, the corporate conspiracy stuff ended up distracting from, and drowning out, the Lovecraftian cosmic horror. The monsters don't feel mysterious because they're all the results of experiments being done at the request of the evil corporation. The Lovecraftian temple complex and "dreamers" fall flat because their existence is spoiled much earlier in the game. Heck, the other characters visit the temple and tell you all about it over the radio, while you're fumbling about the silly underground lab, so by the time you get to the temple, it's not mysterious at all. I think the point was to try to convey the awe and wonder of the NPC characters in the hopes that it would instill a sense of awe and wonder within the player, but all I could think was "I'd much rather be playing as those other characters right now!"
When all is said and done, I feel like Observation (despite not being directly inspired by Lovecraft's mythos) pulls off the cosmic horror shtick much better because its alien influences remain mysterious and intractable all the way through the end -- perhaps to that game's fault.
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942aeb04-c29d-447b-8525-5e4dcfd19326|0|.0
Tags:Moons of Madness, Steam, Rock Pocket Games, Dreamloop Games, Funcom, science fiction, horror, cosmic horror, H.P. Lovecraft, walking simulator, Mars, conspiracy
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